D d 5e etherealness roll20 compendium11/23/2023 ![]() If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. ![]() While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. If you move up or down, every foot of movement costs an extra foot. During this time, you can move in any direction. ![]() You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. Phandelver and Below: The Shattered Obelisk On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.Mordenkainen Presents: Monsters of the Multiverse The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength ( Athletics) check as an action to escape. A creature within half the distance of a structure's height must make a Dexterity saving throw. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. A fissure that opens beneath a structure causes it to automatically collapse (see below). A creature that successfully saves moves with the fissure's edge as it opens. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. ![]() A total of 1d6 such fissures open in locations chosen by the DM. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. This spell can have additional effects depending on the terrain in the area, as determined by the DM.įissures. On a failed save, the creature is knocked prone. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature's concentration is broken. Each creature on the ground that is concentrating must make a Constitution saving throw. The ground in the area becomes difficult terrain. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. You create a seismic disturbance at a point on the ground that you can see within range.
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